Any stuff related to unofficial F2 patches goes in here!

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Bofast said:
Hey Killap, I just discovered that after using your patch (version A from January on a 1.02 and deleting patch000.dat), I can no longer complete rebecca's quest to get the "lavender flower"-book back. Can't remember what the name of the guy who has it is, but I know where he was standing in the 1.02 patch and I can no longer talk to him. I never had problems finishing the quest in 1.02, though. I can send you a savegame if you want me to.

Ah, yeah that was reported before and after investigation, I realized it was a goof on my part. The issue has been corrected in my most recent patch (march or april, I cannot remember when). You can either get my most recent patch from my server or you can just grab the individual fix for this issue.

patch A: http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A.rar
patch B: http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-B.rar
individual fix: http://zcn.phix-it.com/fallout2/dcderek.int


On a side note for everyone, I began some work again on my Fallout 2 patch and I have just a small handful of things to look at before another release.
 
Yeah, once I got hold of the newer version it worked great. Thanks!

By the way, two things I noticed now in your newest patch (on top of the english 1.02):

* When I was in Redding, doing the Sheriff's mission to kill Frog Morton, I saw that one of Frog's guards (the one standing to the right of the small door that leads into the building that Frog has occupied) used the line "Bishop says no trespassing" when he saw me and initiated combat. Sure looks to me as though he might have some line that should belong in New Reno, and not in Redding. What do you make of it?

* When I had killed Frog Morton and those of his guards that were in the same building as him, I got a huge amount of combat lines right after combat ended. They all appeared on the same spot. They did not appear at the same time (on top of each other), but one at a time at crazy speed (about 10 lines per second for 2 seconds or so). Would you take a look if there's anything suspicious-looking in the scripts? Of course, it might simply have been a one-time occurence, as I've never seen anything like it before.
 
Bofast said:
Yeah, once I got hold of the newer version it worked great. Thanks!

By the way, two things I noticed now in your newest patch (on top of the english 1.02):

* When I was in Redding, doing the Sheriff's mission to kill Frog Morton, I saw that one of Frog's guards (the one standing to the right of the small door that leads into the building that Frog has occupied) used the line "Bishop says no trespassing" when he saw me and initiated combat. Sure looks to me as though he might have some line that should belong in New Reno, and not in Redding. What do you make of it?

* When I had killed Frog Morton and those of his guards that were in the same building as him, I got a huge amount of combat lines right after combat ended. They all appeared on the same spot. They did not appear at the same time (on top of each other), but one at a time at crazy speed (about 10 lines per second for 2 seconds or so). Would you take a look if there's anything suspicious-looking in the scripts? Of course, it might simply have been a one-time occurence, as I've never seen anything like it before.

I shall take a look, but it almost sounds like an issue of an incorrect installation of the patch. How did you go about installing the newer one?
 
Well, I simply put the newer patch onto the one I had already used (your patch from January). I guess I should probably have done a clean install, but I didn't think there was much difference between the 2 patches. Anyway, those are the only things that have been a bit funny, so I could probably do well like this, but I'll try a clean install anyway tomorrow...
 
Killap -

Wow. I started reading this thread because I was having trouble with the game crashing in Klamath, using the Seraph patch from this site (which I gather is not up to date?). I admit I haven't read all 60 pages, but I was amazed the thread is still alive! I'm not the only one who still cares about Fallout!

Basically, any time I load a game saved in the main area of Klamath it crashes. I was able to save in adjacent areas like the canyon and area with Whiskey Bob's shack, but when I returned to the main area, trying to leave to the world map or to an adjacent area of town also causes a crash, sometimes with an error message. I'm also used the Fallout.exe hack to slow down the world map.

Um... so, question 1 - has the Seraph patch available from the downloads area here been updated to his last version? His site won't load, so I can't get it there.

Way back when, I had a major issue with my game crashing when I returned to Vault 13. I narrowed the problem down to the death of NPC Matt on level 2 of the Vault. I had killed him before, but returning from an earlier save, I tried helping him escape, and he was killed by a deathclaw. Trying to return to the Vault after that also made it crash. If he was left alive, I could return no problem, and I believe when everyone was wiped out by the Enclave, I could also return no problem. I don't know if it matters, but that was using the Mac version of Fallout 2, 1.02a.

This is maybe not a bug, but when I choose the Gain Intelligence perk, the relevant skills go up to reflect that, but I found that I don't gain any additional skill points when I move up a level. I thought each additional point of intelligence results in two additional skill points? (Intelligence x 2 + 5 = skill points) or (Intelligence x 2 = skill points for a Gifted character).

I can't think of any other bugs I've experienced that I haven't read about here. I first played Fallout 2 when it came out (finally) for Mac, and have recently started playing again on a PC, and thought I'd try the Seraph patch because it mostly addresses bugs without making major game changes (there are some small ones I don't see the point of, but everyone has there own preferences).

I found instructions for using the Seraph patch with the Mac version but I haven't tried yet - would your patches also work?

Many thanks!
 
Ah, I see I could have saved my breath and everyone else some annoyance by reading through the whole list of fixes. :oops: The issue with Matt in V13 has been fixed, so I can now execute him with impunity. And it's no longer necessary to install the Seraph patch, and then Killap's fixes on top of that. That does simplify things.

Has anyone else had a problem with the Gain Intelligence perk not increasing the number of new skill points per level up?

Will Killap's patch work with the Mac version or is that out of the question?

Thanks!
 
Well Killap, just wanna say thanks for crushing so many bugs in this game! This is actually the first time I've ever been able to finish it entirely, so I'm very happy :D
Great work, dude.
 
I've found a minor bug in Klamath while using killap's patch (the one released in February) when I returned to the area late in the game. There's a locked door in the Duntons' house in the center of downtown. When I tried to use an expanded lockpick set to pick the lock, nothing happens (using regular lockpicks or just Lockpick skill from the Skilldex works fine).
 
Silencer said:
wildchild said:
I have a strange crash when entering Modoc or Vault City. I haven't been in these towns, and when I press the triangle on the map to enter the town the screen goes black and the game crashes. I don't know what the error message is because the whole screen is black except the task manager window. I have the Killap's patch and the children patch. Any idea what could be causing this problem?

I don't think it's related to children, to my mind there aren't children on the first map in Modoc. Try running without mod, or without the children patch.

I re-installed Fallout 2 and started a new game. Now Modoc and Vault City both work, but when I go to NCR the game crashes.
 
Hey killap,

When will the next patch come out?

Have you had any time to test & tweak the Abbey maps & scripts, that I send you?
 
When talking to Doc Johnson in Redding you can ask him where the Jet comes from and then ask about the problem with Redding's exports. He then asks how you know about it and you're only reply is that you heard about it from Mclure in Vault City whom I hadn't talked to yet.

-Ryan P. Fialcowitz
 
New member / first post here, so pease give me some time to fit in ;)

Anyway...
I've recently started playing F2 again, and found killap's excellent patch. I have to say, it's brilliant. Most of the bugs/annoyances fixed, while not touching the balance, and essence of the game.

Up to this day, I think I've found two glitches/bugs, you decide:
- In Modoc, after bringing Johhny's BB gun to Balthas, I get the quest in PIPboy, that Johhny is in the slag cave, get him home to Balthas (probably not quoted to word). But at this point, I don't even know of the existence of the slags.
-In VC, after fixing the Gecko powerplant, and telling about it to McClure, then telling him, that there may be a way to optimize the plant, I seem to be able to repeat this step forever, getting me 750xp an infinite number of times.

If any further info, or savegame is required, I can supply them.

Szappy
 
Skynet said:
When will the next patch come out?

Well, I am still alive and work does continue sporadically. Mainly, I have taken a break from Fallout and am working on other projects in real life. (in addition to many hours of Gothic 2 (a sweet game indeed) )

I have been working on a few more things for this patch. I really only have 2-3 things left to correct and then I just need to test everything one last time. I do hope to get a release out in the next few weeks (end of the month at the latest).

Skynet said:
Have you had any time to test & tweak the Abbey maps & scripts, that I send you?
No, sadly not. I shall be doing so soon though. Thanks again for letting me use them though.

As for the rest of you who posted issues, they have been noted and are being looked into.
 
To Killap: Awhile ago I had worldmap issues with your latest patch because of my slower computer. You helped me out by informing me that I could use the Exe from the interplay patch and it worked fine. I am curious about the fact that the world map speed is part of the EXE and the encounter booster is part of the worlmap file. Did you use the encounter booster in your latest patch? You never told me to change the worldmap file yet the encounters dropped back to normal. Was this all an EXE issue?

My reason for this question is that I am trying the megamod and want to slow down the world map. MIB88 mentioned something about changing the encounter booster in the worldmap file might cause issues with the mod. Do I absolutely have to change the encounter booster in the worldmap file or can I leave it alone and just change the worldmap speed using the EXE patcher?

I've downloaded the fallout exe patcher and would like to know what to set the speed to, I tried 2 different exe's and they both read the same, so I don't know what to set it to, to get my speed back up to normal.
 
forddieselguy said:
To Killap: Awhile ago I had worldmap issues with your latest patch because of my slower computer. You helped me out by informing me that I could use the Exe from the interplay patch and it worked fine. I am curious about the fact that the world map speed is part of the EXE and the encounter booster is part of the worlmap file. Did you use the encounter booster in your latest patch? You never told me to change the worldmap file yet the encounters dropped back to normal. Was this all an EXE issue?

My reason for this question is that I am trying the megamod and want to slow down the world map. MIB88 mentioned something about changing the encounter booster in the worldmap file might cause issues with the mod. Do I absolutely have to change the encounter booster in the worldmap file or can I leave it alone and just change the worldmap speed using the EXE patcher?

I've downloaded the fallout exe patcher and would like to know what to set the speed to, I tried 2 different exe's and they both read the same, so I don't know what to set it to, to get my speed back up to normal.

Well, the .exe "fix" physically slows down the world map while the "fix" to the worldmap file increases the number of encounter you get per block. If you check your worldmap file (and you are using the encounter booster) I assume that all of the settings are at 100% and thus encounters would occur out of the wazoo. It sounds like all you need to do is just replace the .exe with the one that comes with the official Interplay patch and then use the City Limit Patch to allow for more locations. That should make everything run normally again.
 
killap said:
Well, I am still alive and work does continue sporadically. Mainly, I have taken a break from Fallout and am working on other projects in real life. (in addition to many hours of Gothic 2 (a sweet game indeed))

Let's hope you never get the urge to patch THAT game. You'd have your work cut out for you.
 
I don't know whether it's a bug or not, but is it normal that with steal skill only like at 60 I can steal almost everything off everybody ? In San Fransisco, I bought a lot of equipment (I gave money in exchange for weapons, armor), then travelled a while, came back and stole all the money of the merchant back! Occasionally, I did get caught, but then I just reloaded. I made like 50k in no time. I think this should really be fixed as I find it to be *very* unbalancing - If you trade with money, the money you gave shouldn't appear in the merchant's own personal inventory (from where you can steal).

..or has this been fixed already ?
 
desmond5 said:
I don't know whether it's a bug or not, but is it normal that with steal skill only like at 60 I can steal almost everything off everybody ? In San Fransisco, I bought a lot of equipment (I gave money in exchange for weapons, armor), then travelled a while, came back and stole all the money of the merchant back! Occasionally, I did get caught, but then I just reloaded. I made like 50k in no time. I think this should really be fixed as I find it to be *very* unbalancing - If you trade with money, the money you gave shouldn't appear in the merchant's own personal inventory (from where you can steal).
This bug seems to be unique to the Chinatown shops -- except for minor shopkeepers like Ratch and the ones in encounters, most shop NPCs keep their inventory offscreen or disable stealing through script calls. I doubt this is intended behavior, but without it I would never be able to afford the enhancement implants.

Noone is quite sure how the Steal skill level is used in the success calculation, except that points over 95% have little if any effect. If you're stealing sizeless objects from the back, you can have a decent success rate even with a mediocre skill level.
 
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